Program, system, and method for providing games

The game system enhances gameplay variety by allowing players to select squares with varying conditions and engage in events for object acquisition, addressing monotony in conventional map-based games.

JP7734524B2Active Publication Date: 2025-09-05DENA CO LTD
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Patent Information

Application Number
JP2021121000
Authority / Receiving Office
JP · JP
Patent Type
Patents
Current Assignee / Owner
Filing Date
2021-07-21
Publication Date
2025-09-05
Estimated Expiration
2041-07-21

AI Technical Summary

Technical Problem

Conventional games using maps with multiple squares can become monotonous due to repetitive item acquisition, leading to a lack of engagement and enjoyment.

Method used

A game system that displays the possession status of multiple types of objects, allows players to select squares with varying playable conditions, and generates events for obtaining these objects, including mini-games and rewards, to enhance gameplay variety.

Benefits of technology

Increases player interest and engagement by providing diverse gameplay experiences through dynamic square selection and event-based object acquisition.

✦ Generated by Eureka AI based on patent content.

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Patent Text Reader

Abstract

To enhance interest in a game using a map having multiple squares.SOLUTION: A game providing server 10 provides a user who operates a player terminal 30 communicably connected via a communication network 20 with a game. The server 10 displays a screen for showing a possession situation of multiple kinds of objects, and grants at least one portion of the objects to a player via a predetermined event related to a square that a play object map to which the multiple kinds of objects are related has, such that the player can enjoy collecting and browsing objects while progressing strategy of the map.SELECTED DRAWING: Figure 1
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Description

[Technical Field]

[0001] The present invention relates to a program, a system, and a method for providing a game. [Background technology]

[0002] Conventionally, games have been provided that use maps having multiple squares (sometimes called spots, areas, segments, stages, etc.). These games are typically configured so that an event occurs that is associated with a square selected from the multiple squares. For example, Patent Document 1 listed below discloses a baseball game in which a player explores one of multiple scout areas to acquire a player card. Furthermore, Patent Document 2 listed below, for example, discloses a game in which a map is set with multiple search spots and multiple routes connecting the search spots, and a player character moves between the search spots via the routes and performs a predetermined search (such as discovering an item) within the search spots. [Prior art documents] [Patent documents]

[0003] [Patent Document 1] Japanese Patent Application Laid-Open No. 2013-192693 [Patent Document 2] Japanese Patent Application Laid-Open No. 2015-223507 Summary of the Invention [Problem to be solved by the invention]

[0004] However, in conventional games such as those described above, although players of the game can enjoy acquiring items such as player cards by exploring squares included in the map, simply acquiring such items can sometimes make the progress of the game monotonous.

[0005] One object of the present invention is to improve the enjoyment of games that use maps with multiple squares. Other objects of the present invention will become apparent by reading the entire specification. [Means for solving the problem]

[0006] A program according to one embodiment of the present invention is a program for providing a game, which causes a computer to execute the steps of: displaying a screen showing the possession status of multiple types of objects; identifying a map to be played that is associated with the multiple types of objects; accepting the selection of one square from one or more playable squares included in multiple squares of the map to be played; and generating a predetermined event associated with the selected square, wherein the predetermined event includes an event that allows at least some of the multiple types of objects to be obtained, and at least some of the multiple squares have different playable conditions for becoming playable.

[0007] A system according to one embodiment of the present invention is a system for providing a game, comprising one or more computer processors, wherein the one or more computer processors execute, in response to execution of readable instructions, the steps of displaying a screen showing the possession status of multiple types of objects, identifying a map to be played with which the multiple types of objects are associated, accepting the selection of one square from one or more playable squares included in multiple squares of the map to be played, and generating a predetermined event associated with the selected square, wherein the predetermined event includes an event by which at least some of the multiple types of objects can be obtained, and at least some of the multiple squares have different playable conditions for becoming playable.

[0008] A method according to one embodiment of the present invention is a method for providing a game, executed by one or more computers, comprising the steps of: displaying a screen showing the possession status of multiple types of objects; identifying a map to be played that is associated with the multiple types of objects; accepting the selection of one square from one or more playable squares included in multiple squares of the map to be played; and generating a predetermined event associated with the selected square, wherein the predetermined event includes an event that allows at least some of the multiple types of objects to be obtained, and at least some of the multiple squares have different playable conditions for becoming playable. [Effects of the Invention]

[0009] Various embodiments of the present invention provide increased interest in games that use maps with multiple squares. [Brief explanation of the drawings]

[0010] [Figure 1] 1 is a diagram showing a schematic configuration of a network including a game providing server 10 according to one embodiment of the present invention. [Figure 2] FIG. 2 is a diagram illustrating information managed by a player information table 151. [Figure 3] FIG. 3 is a diagram illustrating an example of information managed by an object information table 153. [Figure 4] FIG. 10 is a diagram illustrating an example of information managed by a owned object management table 155. [Figure 5] FIG. 10 is a diagram illustrating an example of a card set list screen 50. [Figure 6] FIG. 6 is a diagram illustrating a card list screen 60. [Figure 7] FIG. 7 is a diagram illustrating a map screen 70. [Figure 8] FIG. 10 is a diagram illustrating the types of squares on the overall map. [Figure 9] FIG. 7 is a diagram illustrating a map screen 70. [Figure 10] FIG. 7 is a diagram illustrating a map screen 70. DETAILED DESCRIPTION OF THE INVENTION

[0011] Hereinafter, embodiments of the present invention will be described with reference to the drawings. In the drawings, the same reference numerals may be used to designate the same or similar components.

[0012] FIG. 1 is a diagram illustrating a schematic configuration of a network including a game providing server 10 according to one embodiment of the present invention. As illustrated, the server 10 is communicably connected to player terminals 30 via a communication network 20 such as the Internet. Although only one player terminal 30 is illustrated in FIG. 1, the server 10 may be communicably connected to a plurality of player terminals 30. The server 10 provides a game to a user who operates the player terminal 30. The game is configured as a game using a map having a plurality of squares (sometimes referred to as spots, areas, segments, stages, etc.). The game providing server 10 is an example of a device that implements all or part of the system of the present invention.

[0013] First, we will explain the hardware configuration of the game providing server 10. The game providing server 10 is configured as a general computer, and as shown in Fig. 1, it includes a computer processor 11, a main memory 12, an input / output I / F 13, a communication I / F 14, and a storage (storage device) 15, and these components are electrically connected via a bus or the like (not shown).

[0014] The computer processor 11 is configured as a CPU, a GPU, or the like, and loads various programs stored in a storage 15 or the like into a main memory 12 and executes various instructions included in the programs. The main memory 12 is configured, for example, by a DRAM or the like.

[0015] The input / output I / F 13 includes various input / output devices for exchanging information with an operator, etc. The input / output I / F 13 includes, for example, information input devices such as a keyboard and a pointing device (e.g., a mouse, a touch panel, etc.), a voice input device such as a microphone, and an image input device such as a camera. The input / output I / F 13 also includes an image output device such as a display, and an audio output device such as a speaker.

[0016] The communication I / F 14 is implemented as hardware such as a network adapter, various communication software, or a combination of these, and is configured to enable wired or wireless communication via the communication network 20 or the like.

[0017] The storage 15 is configured, for example, by a magnetic disk, a flash memory, or the like. The storage 15 stores various programs including an operating system, various data, and the like. For example, as shown in FIG. 1 , the storage 15 has a player information table 151 that manages information about game players, an object information table 153 that manages information about objects that can be acquired through the game, and a possessed object management table 155 that manages information about objects possessed by each player. Furthermore, for example, the storage 15 stores a server-side program 40 according to one embodiment of the present invention. The program 40 is a program that causes the game providing server 10 to function as all or part of a system for providing a game. At least a portion of the server-side program 40 may be configured to be executed on the player terminal 30 via a web browser or other application.

[0018] In this embodiment, the game providing server 10 may be configured using a plurality of computers each having the above-described hardware configuration. For example, the server 10 may be configured by one or a plurality of server devices.

[0019] The game providing server 10 configured in this manner functions as a web server and an application server, executes various processes in response to requests from a web browser or other application (e.g., a game application) installed in the player terminal 30, and transmits screen data (e.g., HTML data) and control data according to the results of the processes to the player terminal 30. The player terminal 30 displays a web page or other screen based on the received data.

[0020] Next, we will explain the hardware configuration of the player terminal 30. The player terminal 30 is configured as a general computer, and as shown in Fig. 1, it includes a computer processor 31, a main memory 32, an input / output I / F 33, a communication I / F 34, and a storage (storage device) 35, and these components are electrically connected via a bus or the like (not shown).

[0021] The computer processor 31 is configured as a CPU, a GPU, or the like, and loads various programs stored in a storage 35 or the like into the main memory 32 and executes various instructions included in the programs. The main memory 32 is configured, for example, by a DRAM or the like.

[0022] The input / output I / F 33 includes various input / output devices for exchanging information with an operator, etc. The input / output I / F 33 includes, for example, information input devices such as a keyboard and a pointing device (e.g., a mouse, a touch panel, etc.), an audio input device such as a microphone, and an image input device such as a camera. The input / output I / F 33 also includes an image output device such as a display, and an audio output device such as a speaker.

[0023] The communication I / F 34 is implemented as hardware such as a network adapter, various communication software, or a combination thereof, and is configured to be able to realize wired or wireless communication via the communication network 20 or the like.

[0024] The storage 35 is configured by, for example, a magnetic disk or a flash memory, etc. The storage 35 stores various programs including an operating system, various data, etc. The programs stored in the storage 35 can be downloaded from an application market or the like and installed.

[0025] In this embodiment, the player terminal 30 may be configured as a smartphone, a tablet terminal, a wearable device, a personal computer, a dedicated game terminal, or the like.

[0026] A user (game player) of a player terminal 30 configured in this manner can play a game provided by the server 10 by communicating with the server 10 via a web browser or other application installed in storage 35, etc.

[0027] Next, we will explain the functions of the game providing server 10 configured as above. As shown in Figure 1, the computer processor 11 of the server 10 is configured to function as a management function control unit 111 and a game progress control unit 113 by executing instructions included in a program (for example, at least a part of the server-side program 40) loaded into the main memory 12.

[0028] The management function control unit 111 is configured to execute various processes related to the control of the management functions of the game. For example, the management function control unit 111 transmits screen data and control data of various screens related to the management functions to the player terminal 30, executes various processes in response to operation inputs by the player via the screens displayed on the player terminal 30, and transmits screen data and control data according to the results of the processes to the player terminal 30. The management functions controlled by the management function control unit 111 include, for example, login processing (user authentication), billing control, and player account management.

[0029] The game progression control unit 113 is configured to execute various processes related to the control of the progress of the game. For example, the game progression control unit 113 transmits screen data and control data of various screens for progressing the game to the player terminal 30, executes various processes in response to operation inputs by the player via the screens displayed on the player terminal 30, and transmits screen data, control data, etc. according to the results of the processes to the player terminal 30.

[0030] In this embodiment, the game progress control unit 113 is configured to display a screen showing the possession status of multiple types of objects. For example, the game progress control unit 113 transmits screen data and control data of the screen to the player terminal 30, and causes the player terminal 30 to display the screen.

[0031] The objects in this embodiment include various types of electronic and virtual objects depending on the design of the game. For example, the objects may be configured as cards or characters. The objects may typically be used in the game of this embodiment or in other games.

[0032] The game progression control unit 113 is also configured to identify a map to be played that is associated with the multiple types of objects, and to accept the selection of one square from one or more playable squares included in the multiple squares of the map to be played. For example, the game progression control unit 113 displays a screen including the map to be played on the player terminal 30, and accepts the selection of a square by the player via the screen.

[0033] In this embodiment, at least some of the squares in the map have different playability conditions for becoming playable. For example, the playability condition for a first square is configured as a condition that is satisfied based on the value of a first parameter, while the playability condition for a second square is configured as a condition that is satisfied based on the value of a second parameter.

[0034] The game progression control unit 113 is also configured to generate a predetermined event associated with the selected square. In this embodiment, the predetermined event associated with the square includes various events, such as an event in which the player can obtain at least some of the multiple types of objects. In this case, the object is given to the player as a reward or benefit for, for example, a mini-game or other event.

[0035] In this way, the game providing server 10 in this embodiment displays a screen showing the possession status of multiple types of objects and grants at least some of these objects to the player through predetermined events associated with squares on the map to be played that are associated with the multiple types of objects, allowing the player to enjoy collecting and viewing objects while progressing through the map. In this way, the game providing server 10 increases the interest in games that use maps with multiple squares.

[0036] In this embodiment, the playable conditions for making a square included in a map playable include various types of conditions. For example, the playable conditions may include a condition that is satisfied at least based on the consumption of virtual items (e.g., a condition that includes the consumption of a predetermined number of virtual items as a necessary or sufficient condition). A square with such a playable condition is configured, for example, so that it can be selected by a player who possesses a predetermined number of virtual items, but cannot be selected by a player who does not possess the predetermined number of virtual items. Virtual items include various types of virtual and electronic items, such as points and scores. Such virtual items may also be items that can be obtained in a predetermined event that occurs in response to the selection of a square (e.g., an item awarded as a reward for a mini-game). This configuration provides players with the fun of obtaining virtual items.

[0037] Furthermore, the playability condition may include, for example, a condition that is satisfied at least based on the passage of time (e.g., a condition that includes the passage of a predetermined time or the arrival of a predetermined date and time as a necessary or sufficient condition). For example, a square with such a playability condition becomes playable after the passage of a predetermined time or when the predetermined date and time is reached. This configuration may encourage the player to continue playing the game.

[0038] Furthermore, the playable condition may include, for example, a condition that is satisfied at least based on possession of one or more predetermined objects (e.g., a condition that includes possession of such objects as a necessary or sufficient condition). Such objects may be part of multiple types of objects associated with the map to be played, or may include objects other than the multiple types of objects. For example, squares with such playable conditions may be configured so that they can be selected by players who possess the corresponding objects, but cannot be selected by players who do not possess the corresponding objects. Such a configuration may encourage acquisition of objects.

[0039] In this embodiment, the predetermined events that occur in response to the selection of a square include various types of events, in addition to the above-mentioned events that allow the player to obtain an object. For example, the predetermined events may include events that allow other squares to be played. In other words, the above-mentioned playable conditions include conditions that are met at least based on the occurrence of a predetermined event associated with the other squares. Such events can also be said to open up part of a route made up of multiple squares. This configuration can encourage the player to play many squares.

[0040] The predetermined event may also include, for example, an event that causes one or more additional squares to appear. For example, the additional squares appear as a reward or benefit for a mini-game or the like that serves as the predetermined event. Such a configuration may encourage play of many squares.

[0041] In this embodiment, a map to be played may be identified from among multiple maps. In this case, each of the multiple maps may be associated with a different combination of multiple types of objects. For example, a first group of objects associated with a first map and a second group of objects associated with a second map may have different combinations of types of objects included. For example, the game progression control unit 113 displays a screen including multiple object groups (multiple combinations of multiple types of objects) on the player terminal 30, and identifies a map corresponding to a group of objects selected by the player via the screen as the map to be played. Each object group may consist of, for example, multiple types of objects with the same value of a specific parameter. This configuration may provide the player with the enjoyment of selecting a map (i.e., selecting a group of objects).

[0042] Next, a specific example of one aspect of the game providing server 10 of this embodiment having such functions will be described. In this example, the game provided by the game providing server 10 is configured as a game in which character cards are obtained by playing on a map. In this example, the character cards are used in a card game in which decks are constructed and battles are carried out. Note that such a card game itself may be provided by the game providing server 10.

[0043] First, the information managed by each table in this example will be described. FIG. 2 illustrates information managed by the player information table 151 in this example. The player information table 151 in this example manages information about game players, and as shown in the figure, manages information such as "basic information" including account name, gender, date of birth, etc., "number of owned points" which is the number of points owned by the player, "number of remaining searches" which is the number of searches remaining in an individual map (described later), and "owned item information" in association with a "player account" which identifies an individual player. Points are virtual items consumed when playing the overall map (described later), and are restored to a predetermined value (e.g., 10 points) at a predetermined time every day. Note that points may be restored after a predetermined time (e.g., one hour) has elapsed. Points may also be purchased for a fee. The owned item information is information about virtual items other than points owned by the player, and includes information that can identify the virtual items (e.g., item IDs) and the number of items owned.

[0044] FIG. 3 illustrates information managed by the object information table 153 in this example. The object information table 153 in this example manages information related to character cards, and as shown in the figure, manages information such as "name," "image information," "HP," "attributes," "rarity," "skill information," and a "card set ID" that identifies the card set to which the card belongs, in association with a "card ID" that identifies an individual card. A card identified by a card ID can also be referred to as a card type. A card set, which will be described in more detail below, is a group of cards made up of multiple types of character cards. In this example, one card belongs to only one card set, but one card may also belong to multiple card sets.

[0045] 4 illustrates information managed by the owned object management table 155 in this example. The owned object management table 155 in this example manages information about cards owned by each player, and as shown in the figure, manages information such as "number of cards owned" in association with a combination of a "player account" that identifies an individual player and a "card ID" that identifies an individual card. In this example, a player can own multiple cards of the same type.

[0046] The information managed by each table in this example has been described above. Next, the screen displayed on the player terminal 30 in this example will be described. Fig. 5 shows an example of a card set list screen 50 displayed on the player terminal 30. As shown in the figure, the screen 50 has a list display area 52 that displays a list of card sets, and in the area 52, a plurality of card set objects 521, each corresponding to an individual card set, are arranged vertically.

[0047] The card set object 521 displays the image and name of the corresponding card set. In this example, there are two types of card sets: a basic set and an expansion set. The basic set is made up of multiple types of cards that are the minimum necessary to conduct card battles. The expansion set is made up of multiple types of cards that give players an advantage in card battles. The basic set and / or expansion set are made up of cards with the same attributes, for example. These card sets are preset by the card game provider, and can be added and deleted as appropriate by the provider.

[0048] 6 illustrates a card list screen 60 that is displayed in place of the card set list screen 50 in response to selection of a card set object 521. The card list screen 60 has a list display area 62 that displays a list of cards included in the card set corresponding to the selected card set object 521, a continue object 64 with the text "To Map" added, and a back object 66 with the text "Back" added. When the back object 66 is selected, the display returns to the card set list screen 50.

[0049] In the list display area 62, a plurality of card objects 621, 622, each corresponding to an individual card, are arranged in a grid pattern. The card objects 621, 622 display the image, name, various parameter values, and the number of cards owned by the player of the corresponding card. The image information, name, and various parameter values ​​are managed in the object information table 153, and the number of cards owned by the player is managed in the owned object management table 155.

[0050] Furthermore, of the card objects 621 and 622, the card object 621 corresponds to a card that the player does not possess (the number of cards possessed is 0), and the card object 622, which has a lighter color than the object 621, corresponds to a card that the player possesses (the number of cards possessed is 1 or more). In this way, the card list screen 60 shows the possession status of the player of multiple types of cards included in the corresponding card set.

[0051] In this example, a player can obtain multiple cards included in a card set by playing a map associated with that card set. Note that, of the two types of card sets, the basic set and the expansion set, one may be obtained through playing a map, and the other may be obtained by a method other than playing a map (e.g., purchasing with real currency or virtual currency). Also, some of the multiple cards included in a card set may be obtained by playing the corresponding map, and the remaining cards may be obtained by a method other than playing the map.

[0052] 7 shows an example of a map screen 70 that is displayed in place of the card list screen 60 in response to selection of a continuation object 64 on the card list screen 60. The map screen 70 is a screen for playing a map, and as shown in the figure, has a map display area 72 that displays the map, a card list object 74 with the text "Go to card list" added, a decision object 76 with the text "Decide" added, and a back object 78 with the text "Back" added.

[0053] When the card list object 74 is selected, the corresponding card list screen 60 (showing a list of cards included in the card set associated with the map) is displayed. In this way, the card list screen 60 and the map are linked on a 1:1 basis. When the back object 78 is selected, the display returns to the card set list screen 50.

[0054] In this example, the map is configured as a two-layered map consisting of an overall map and individual maps. The map display area 72 of the map screen 70 shown in Fig. 7 displays the overall map, which is the higher map of the two layers. As shown in the figure, the overall map includes an oval mass object 721 and a connecting object 722 that connects the two mass objects 721, and these objects 721, 722 form a route.

[0055] The square object 721 is an object corresponding to a square in the overall map. Figure 8 shows an example of the types of squares that can be placed on the overall map. In this example, each type of square has different playable conditions and different events that occur depending on the play.

[0056] Of the multiple types of squares arranged on the overall map, the "individual map (normal) squares" have a corresponding square object 721 with a plain appearance, and the playable condition is "consuming points," and the event that occurs is "moving to the individual map (normal)." When a player who has a predetermined number of points or more selects the square object 721 corresponding to an individual map (normal) square and then selects the decision object 76, the corresponding individual map (normal) square is played. In response to playing the square, a predetermined number of points are consumed (the number of points held in the player information table 151 is updated), and the player moves from the overall map to the individual map (normal).

[0057] Furthermore, among the multiple types of squares arranged on the overall map, the "individual map (rare) squares" have a lock symbol attached to the corresponding square object 721, and the playable condition is "consuming points and key items," and the event that occurs is "moving to the individual map (rare)." When a player who possesses a predetermined number of points and key items selects the square object 721 corresponding to an individual map (rare) square and then selects the decision object 76, the corresponding individual map (rare) square is played. By playing the square, a predetermined number of points and key items are consumed (the number of possessed points and possessed item information in the player information table 151 are updated), and the player moves from the overall map to the individual map (rare). The key items are granted to the player as a reward for clearing a mini-game, which will be described later. In addition to obtaining key items through such mini-games, various methods of obtaining key items may be implemented, such as obtaining them for a fee (incurring a charge), obtaining them over time, obtaining them after a predetermined time has passed, obtaining them through in-game events other than mini-games, and obtaining them through a monthly subscription.

[0058] FIG. 9 illustrates an example of the map screen 70 in a state where the screen has moved from the overall map to an individual map (normal or rare). As illustrated, the map screen 70 in this state displays the individual map in the map display area 72. As illustrated, the individual map has a plurality of diamond-shaped mass objects 723 arranged adjacent to each other. In addition, the remaining number of searches (in the example of FIG. 9, the text "Search: 5 searches remaining") is displayed at the bottom of the map display area 72. The remaining number of searches is set to an initial value (5 searches) upon moving to the individual map.

[0059] The square object 723 is an object corresponding to a square in an individual map. The condition for a square in an individual map to be playable is to consume one of the remaining searches, and the event that occurs is a mini-game. When a player with one or more remaining searches selects the square object 723 and then selects the decision object 76, the corresponding square is played (searched). In response to playing the square, the remaining number of searches is consumed (decreased by one) (the remaining number of searches in the player information table 151 is updated), and the mini-game begins.

[0060] In this example, multiple types of games are set as mini-games, including, for example, an action game, a puzzle game, a battle game, and a lottery game. In a battle game, a character card owned by a player is used. Each of the multiple mass objects 723 included in an individual map is preset with one of multiple types of games, and when one of the multiple mass objects 723 is selected, the corresponding type of mini-game begins.

[0061] In this example, a character card included in the corresponding card set (a card set associated with the corresponding map) is awarded to the player as a reward for clearing the mini-game. The card to be awarded is preset for the square, or is determined by lottery each time. When the card is awarded to the player, the owned object management table 155 is updated.

[0062] In this example, virtual items other than cards (including the key items described above) are awarded to the player as a reward for completing the mini-game. When a virtual item is awarded to the player, the possessed item information in the player information table 151 is updated. Also, the remaining number of searches may be increased (maintained) as a reward for completing the mini-game. Compared to the individual map (normal), the value of items such as cards awarded as a reward for completing the mini-game is higher for the individual map (rare).

[0063] Returning to FIG. 8 , among the types of squares arranged on the overall map, the "first checkpoint square" has a black wall pattern added to its corresponding square object 721, can be played by "consuming points," and the event that occurs is "battle (reward: route unlocked)." When a player who has a predetermined number of points or more selects the square object 721 corresponding to the first checkpoint square and then selects the decision object 76, the corresponding first checkpoint square is played. Depending on the play on that square, a battle game occurs as a mini-game. Then, the reward for winning the battle game is the unlocking of the route; specifically, the player can select the square objects 721 after the square object 721 corresponding to the first checkpoint square. When the route is unlocked, the square object 721 corresponding to the first checkpoint square disappears.

[0064] For example, as illustrated in Figure 10, mass objects 721B and 721C located after (above) mass object 721A corresponding to the first checkpoint mass cannot be selected by the player before the route is opened, but when the player wins the battle game that occurs in response to play on the first checkpoint mass, the route is opened and mass objects 721B and 721C can be selected.

[0065] Returning to FIG. 8, among the types of squares arranged on the overall map, the "second checkpoint square" has a white wall pattern added to its corresponding square object 721, and the playable condition is "possession of a specified card," and the event that occurs is "route unlocked." When a player who possesses the specified card selects the square object 721 corresponding to the second checkpoint square and then selects the decision object 76, the corresponding second checkpoint square is played. In response to playing that square, the route is unlocked, and the player can select square objects 721 after the square object 721 corresponding to the second checkpoint square. When the route is unlocked, the square object 721 corresponding to the second checkpoint square disappears.

[0066] The predetermined card set as the playable condition for the second checkpoint square may be set as a single card or a combination of multiple cards. For example, the playable condition "possessing a predetermined card" may include conditions such as "possessing card A," "possessing 10 or more water-attribute cards," and "possessing 5 or more cards with a rarity of 3 or higher." Note that the playable condition may be a condition that is satisfied based on the value of a parameter possessed by the player (for example, the value of a parameter such as level, play time, number of battle wins, or number of mini-games cleared must be equal to or greater than a predetermined value).

[0067] Furthermore, among the multiple types of squares arranged on the overall map, the "time limit squares" have a cloud design added to the corresponding square object 721, and the playable condition is "reaching a predetermined time," and the event that occurs is "changing to an individual map square." After the predetermined time is reached, if the player selects the square object 721 corresponding to the time limit square and then selects the decision object 76, the corresponding time limit square is played. Depending on the play on that square, the corresponding square object 721 changes to a square object 721 corresponding to an individual map (normal) square or an individual map (rare) square.

[0068] In this way, the player can play on various types of squares included in the overall map, and in mini-games on individual maps, obtain character cards included in the card set associated with the map as a clear reward.Furthermore, the player can also check the possession status of cards included in the card set via the card list screen 60, so that the player can enjoy collecting and viewing character cards.

[0069] In the above example, the five types of squares shown in Figure 8 are used as examples of the types of squares placed on the overall map, but the types of squares in this embodiment are not limited to these, and in other examples of this embodiment, various types of squares with various playable conditions and occurrence events may be applied. For example, a square that causes an additional square to appear may be set as a occurrence event.

[0070] In the above example, the overall map includes an elliptical mass object 721 and a connected object 722, but the shape of the mass object 721 is not limited to an ellipse and may be other shapes such as a polygon. Also, adjacent mass objects 721 may be connected to each other without a connected object 722. In this case, the map may be configured to have an appearance that imitates, for example, a map of the real world.

[0071] In the above example, character cards used in the card game are obtained through map play, but such character cards are one example of objects obtained through map play, and in other examples of this embodiment, other objects other than character cards may be applied.

[0072] The game providing server 10 according to the present embodiment described above displays a screen showing the possession status of multiple types of objects (e.g., character cards included in a card set) and grants at least some of these objects to the player through predetermined events (e.g., mini-games) associated with squares on the map to be played, to which the multiple types of objects are associated. This allows the player to enjoy collecting and viewing objects while progressing through the map. In this way, the game providing server 10 increases the interest in games that use maps with multiple squares.

[0073] In other embodiments of the present invention, some or all of the functions possessed by the game providing server 10 in the above-described embodiments may be realized by cooperation between the game providing server 10 and the player terminal 30, or may be realized by the player terminal 30.

[0074] The processes and procedures described herein, other than those explicitly described, may be implemented by software, hardware, or any combination thereof. For example, the processes and procedures described herein may be implemented by implementing logic corresponding to the processes and procedures in media such as integrated circuits, volatile memory, non-volatile memory, and magnetic disks. The processes and procedures described herein may also be implemented as computer programs corresponding to the processes and procedures and executed by various computers.

[0075] Although processes and procedures described herein are described as being performed by a single device, software, component, or module, such processes or procedures may be performed by multiple devices, software, components, and / or modules. Also, the software and hardware elements described herein may be implemented by combining them into fewer components or breaking them down into more components.

[0076] In this specification, even if a component of the invention is described as either singular or plural, or is described without limitation as either singular or plural, the component may be either singular or plural unless the context requires otherwise. [Explanation of symbols]

[0077] 10 Game provider server 11. Computer Processor 111 Management function control section 113 Game progress control unit 15. Storage 151 Player Information Table 153 Object Information Table 155 Retained Object Management Table 30 player terminals 40 Server-side programs 50 Card Set List Screen 60 Card list screen 70 Map Screen

Claims

1. A program for providing a game, which is installed on a computer, displaying a screen showing possession status of a plurality of types of objects included in an object group selected by a player from a plurality of object groups; identifying a map to be played with which the selected objects are associated; receiving a selection of one square from one or more playable squares included in a plurality of squares of the map to be played; causing a predetermined event associated with the selected square to occur; the predetermined event includes an event capable of acquiring at least some of the plurality of types of objects; At least some of the plurality of squares have different playable conditions for becoming playable. program.

2. the playable conditions include conditions that are satisfied based at least on the consumption of virtual items; The program of claim 1.

3. the predetermined event includes an event in which the virtual item can be obtained; The program of claim 2.

4. the playable condition includes a condition that is fulfilled based at least on the passage of time; 4. The program according to claim 1.

5. The playable condition includes a condition that is satisfied at least based on possession of one or more predetermined objects.

5. The program according to claim 1.

6. The predetermined event includes an event that makes another square playable.

6. The program according to claim 1.

7. The predetermined event includes an event that causes one or more additional squares to appear.

7. The program according to any one of claims 1 to 6.

8. the step of specifying includes specifying the map to be played from among a plurality of maps to which the plurality of object groups are respectively associated; 8. The program according to claim 1.

9. 1. A system for providing a game, comprising one or more computer processors, the one or more computer processors, in response to execution of computer readable instructions: displaying a screen showing possession status of a plurality of types of objects included in an object group selected by a player from a plurality of object groups; identifying a map to be played with which the selected objects are associated; receiving a selection of one square from one or more playable squares included in a plurality of squares of the map to be played; generating a predetermined event associated with the selected square; the predetermined event includes an event capable of acquiring at least some of the plurality of types of objects; At least some of the plurality of squares have different playable conditions for becoming playable. system.

10. 1. A method executed by one or more computers for providing a game, comprising: displaying a screen showing possession status of a plurality of types of objects included in an object group selected by a player from a plurality of object groups; identifying a map to be played with which the selected objects are associated; receiving a selection of one square from one or more playable squares included in a plurality of squares of the map to be played; generating a predetermined event associated with the selected square; the predetermined event includes an event capable of acquiring at least some of the plurality of types of objects; At least some of the plurality of squares have different playable conditions for becoming playable. method.

Citation Information

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